Commit Graph

13 Commits

Author SHA1 Message Date
m3ultra
117d950675 The Shed: workshop tools unlock tune-ups (second progression path)
Six tools, bought once, global: SUPERCHEAP WHEEL RAMPS, CASHIES CODE READER
(one previous owner, screen cracked), ALDI SOCKET SET, BUNNINGS AIR
COMPRESSOR, CASHIES CHAIN HOIST (on wheels, definitely not stolen), SERVO
ADDITIVE CRATE. Each unlocks a per-car tune-up at labour prices: dodgy
alignment (+0.4 grip), check engine delete (+6% power, the light WAS the
problem), 60 PSI in every tyre, head skim & lumpy cam (+12%), octane booster
habit (+0.25 boost), and RETORQUE EVERYTHING -- the one effect parts can't
buy: it raises the car's panel-shed and wreck thresholds, which are now
per-instance vars instead of consts. Parts buy bling; the shed buys labour.

Garage screen grows three sections (parts / shed / tune-ups) with locked
states showing which tool a tune needs. Save schema extends compatibly.
Smoke covers the tool gate, double-sell refusal and panel hardening on a
live car.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 11:11:20 +10:00
m3ultra
fd1218621b The Garage: shit-tier upgrade economy
Earn bucks from every mode (takedowns, outruns, escapes, derby kills, medals,
a cut of crash damage) and spend them on performance parts of deeply
questionable provenance: K-MART MEGA WING, GO-FASTER STRIPES, SERVO FLAME KIT,
BLINGY MAGS, SERVO NEONS, BUNNINGS DRAINPIPE, TURBO THRU THE BONNET. Every
part gives a real stat bump AND bolts a procedural eyesore onto the car, sized
off the model AABB so the same tat fits a BUBBLA or a Kingswood. Fully kitted:
+35% power, +1.1 grip, +0.55 boost.

Per-car, persistent (user://garage.save), player-only -- stats apply to a
DUPLICATE of the shared CarStats so tuning your Lazza doesn't secretly tune
every Lazza in the city, and the save path is redirectable so the smoke test
can never wipe real progression. Bolt-ons attach after the deformer snapshot:
the wing survives every crash, as is right and proper.

GARAGE button + bucks readout in the menu; shop screen with prices, blurbs and
FITTED states. Smoke covers the earn/buy/duplicate-stats roundtrip.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 10:50:55 +10:00
m3ultra
63c32928ee Road Rage, oncoming boost, a real Crashbreaker fireball, title screen
The last two design-doc gameplay items land:
- Road Rage: 90 s, wreck as many rivals as you can. They recover on their own
  (no hold_wreck) so the supply never dries up, and a 220 m leash teleports
  strays back to the road ahead of the player. Bronze/silver/gold at 4/8/12.
- Oncoming: driving against the RacePath tangent while actually on the road
  (within 7 m of the line, above 12 m/s, heading dot < -0.55) trickles boost
  with a periodic toast. Runs in cruise, race and rage.

Crashbreaker finally looks the part: layered Fx.explosion (70-particle additive
fire bloom, rising smoke, 60-spark shower) inside a thin additive shockwave
shell -- the old opaque orange bubble drowned the fire out completely, so it
became a fast-fading front-culled dome instead. Plus a 0.8 camera shake.

Menu is a title screen: FLUX-generated key art (battered sedan, flying hubcap,
bridge, jacarandas -- the hubcap is canon now) behind a scrim, outlined golden
title. Art prompt asks for no lettering; the plate gibberish is FLUX being FLUX.

Smoke coverage for both mechanics. The oncoming test taught a harness lesson:
setting global_position on a continuous_cd body SWEEPS it there, wrecking the
car before the test began -- teleport via PhysicsServer3D.body_set_state.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 11:39:00 +10:00
m3ultra
0c13c82eac Pursuit, drag and derby modes; crash-damage paint; junction fixes
Three new modes, all our own code:
- Pursuit (Simpsons Hit & Run's meter): smashing in cruise fills heat, at full
  the police hunt you. Open 250 m for 6 s to escape, get pinned 4 s to be busted.
  Heat decays, so picking a fight is a choice not a timer.
- Drag (NFSU2's): the gearbox IS the event. The builder finds each level's
  longest genuinely straight run of wide road (442-628 m across the five OSM
  levels) and drops DragStart/DragEnd, so no level needs hand-authored coords.
- Derby: five opponents in the carpark, last one running. Reuses the pursuit AI,
  each hunting a different car so it's a brawl not a mob.

Crash damage now shows: total control-point travel drives paint dulling,
roughness and a scratch layer, so scuffs and crumple can never disagree.

Junction generator fixes, all found by measurement rather than inspection:
- streams[:6] truncated after street A's ways, so junctions where A yielded 3+
  usable ways shipped with ZERO cross traffic. Interleaved before capping;
  every event now has 2-4 crossing streams.
- RADIUS 170 -> 95 spread the convoy over a 340 m window, so you threaded the
  intersection through a 20 m gap. Margaret x Edward was unwinnable: 27 convoy
  cars alive, zero collisions, $0.
- Launch points now walk the street to exactly SPAWN_DIST and pick the busiest
  shared node, and _clear_spawn() unblocks a buried start. Albert x Adelaide
  went from $0 (drove 1 m into a building) to $91k.
- build_all_junctions.sh records the street pairs, which existed nowhere before.

Fixes from an adversarial review (23 confirmed findings), the worst being:
- Derby could only ever be LOST: wrecked opponents un-wrecked 2.2 s later via
  Car._recover, so "last one running" was unreachable and the kill bounty could
  be farmed to the boost cap off one revived car. They now hold their wreck.
- Drag reported WON to a beaten player: the AI's lookahead wrapped on a 2-point
  path, U-turning before the line so its distance-to-finish grew again.
- The scratch layer used BLEND_MODE_MIX, whose mask defaults to white -- it
  replaced the paint entirely rather than scuffing it. Now MUL.
- Drag on a level with no strip left the car at the origin, half-buried, unable
  to end. Cop spawns used an unflattened basis. Stale "WANTED" HUD text.

Test harness: smoke covers all seven modes, and failures now exit instead of
hanging -- a failed assert in a headless SceneTree halts the script but leaves
the tree spinning, which cost 53 minutes of wall clock to notice.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 23:07:41 +10:00
m3ultra
81ed13b1ff FLOORED LAZZA 1.5: John's actual first car, '82 KA Laser hatch
Built from his photos: white 5-door wedge, black bumpers + belt-line rubbing
strip, amber corner indicators, wide dark grille bezel (pale headlights vanish
on white paint without it), and the crown jewel -- rear hatch louvres, five
slats that shed one by one on impact like a dropped pie. New optional spec
keys: louvres, indicators, side_strip, wide_grille; build_cars.py now takes
`-- <id>` to rebuild a single car; screenshot harness gains cam=rear.

Reversed-stats rule applied: 54 kW carby IRL -> 21.0 power / 860 kg / 7.8 grip
here. Second-quickest thing in the game behind the Excel, and the chuckable-est.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 16:16:32 +10:00
m3ultra
da63829e9e Outrun mode: NFSU2-style roaming 1v1 duels in cruise
Two rivals now lap the RacePath in free roam. Pull alongside one at speed and
the duel arms: first to gap the other by 250 m wins. Straight-line distance
decides when it ends (side-street escapes are real); path order decides who
won (reversing away is a loss). Rubber-banded chase, takedown-tier boost
payout, R mid-duel forfeits, 8 s re-arm cooldown. Mechanics only -- no assets
from anywhere near an EA disk. Smoke test arms a duel and settles the win path.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-28 14:18:20 +10:00
type-two
565caa6f85 Crash Mode junctions: scripted convoys, Aftertouch, Crashbreaker, medals
9 junction events across 6 levels, auto-generated from real OSM intersections
(tools/osm_junction.py): each crossing street's ways become lane-offset convoy
streams, deterministic speeds/intervals/models -- learnable puzzles, not dice.
Menu lists CRASH JCT entries; crash -> 9s settle with camera-relative
aftertouch on the wreck and a one-shot crashbreaker shockwave (blast() on
traffic, radial impulse on debris, orange boom). Damage tally vs
bronze/silver/gold targets. Fixed zero-normal UV projection that striped
roads. Smoke test drives a full junction run to tally (k, gold).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-28 00:14:33 +10:00
type-two
d9b69e688e Brisbane: Queen Street Mall crash-run level from OpenStreetMap
tools/build_level_osm.py extrudes OSM buildings (-col), lays road strips,
Spawn + RacePath empties; osm_level_args.py computes a building-clear spawn on
a named way and race-loop corners from street intersection nodes. game.gd
builds Path3D from GLB RacePath empties, sanitizes spawn bases, and places
bodies BEFORE add_child. Three real bugs fixed: mall canopies (building=roof)
extruded as solid blocks, underground busways rendered at surface, and the
km-wide ground trimesh breaking suspension raycasts (now -convcol). Cars get
continuous_cd for thin building shells. tests/probe.gd is the physics
raycast debugger that found it.

Data (c) OpenStreetMap contributors, ODbL.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 23:33:51 +10:00
type-two
4c5323ba60 Reversed stats pass + real-model import pipeline (CASSEROLA DX, MORRY)
Stats quietly inverted: shitboxier IRL = better in game. Excel X3 is now the
fastest car; TURDRUNNER is the slowest. tools/import_shitbox.py converts
downloaded models (glb/gltf/fbx/obj/blend) to game GLBs -- normalizes scale,
yaw, ride-height origin. First two imports: Corolla mk7 and Morris Mini.
shitboxes/ stash gitignored + .gdignore'd (its .blend files broke Godot's
headless import scan).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 22:24:36 +10:00
type-two
9a4d96ae54 MINI MERK, MAXI MERK (6 wheels), HARDON SHAGGEN panel van
New moke body style: open slab tub, no doors, exposed seats, windscreen,
rip-off det_roof canopy on posts, optional extra visual axles (physics stays
4-ray). New van style: cargo box from cab to tail with det_tailgate. Smoke
test ram made deterministic (re-aim loop instead of blind throttle).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 21:48:37 +10:00
type-two
09c7b2b280 TURDRUNNER SLUR 500, FLOORED XD LOLTOP, DADSON 420YO repaint
Builder learns 2-door coupes, two-tone accent bonnets, vinyl roof caps and boot
spoilers. Datto repainted orange with vinyl roof per reference. Screenshot
harness gains cam=front for front three-quarter checks.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 21:41:37 +10:00
type-two
eb7c189c9f Gameplay systems + procedural Blender car fleet
Modes: Cruise / Crash Mode (60s damage dollars) / Race (3 laps, rubber-banded
rivals). Burnout loop: boost earned by drift, near miss, smash; takedowns refill
and grow the meter to 4x; hard crashes shed det_* panels and trigger Impact Time
slow-mo. Traffic follows the level RacePath frozen-kinematic and goes dynamic
when whacked. tools/build_cars.py builds six Aussie shitbox GLBs (profile
extrusion + detachable doors/mirrors/bumpers/bonnet/boot). Smoke test covers
all three modes headless.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 21:29:42 +10:00
type-two
1c0b7efb32 Engine v0: Godot 4.6 data-driven arcade racer scaffold
Drop-in content: cars/<id>/stats.tres (+optional car.glb), levels/<id>/level.glb
or .tscn with a Spawn marker. Raycast arcade car (boost, drift, drift-earns-boost),
chase cam, HUD, menu built from registry scan. Placeholder Woolies carpark with
shuntable parked cars. Headless smoke test + windowed screenshot harness.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-27 21:03:45 +10:00